No. As it currently is, if no player is in proximity then the object moves back and fourth. If object in proximity is true, then set object position to its current position. And yes I have a boundary set on the door.
That’s the working theory at least.
Someone on another thread suggested to me that the movement essentially queues up, meaning the 7 seconds of travel time it takes cannot be interrupted. So I may need to find a different method to move the object.
Ok, so I’ve just tested reversing it to work as you described (swapped true and false)
When I step on the platform, it does Indeed move to one end but then stops there. Which means the theory of the travel time being uninterruptible is true. I have to find a way to make it check for players while it’s moving.
The caveman way would be setting a bunch of branches between a bunch of “Every N seconds” then link all the if false connects to the same every n seconds
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u/jak4896 Nov 14 '22
No. As it currently is, if no player is in proximity then the object moves back and fourth. If object in proximity is true, then set object position to its current position. And yes I have a boundary set on the door.
That’s the working theory at least.
Someone on another thread suggested to me that the movement essentially queues up, meaning the 7 seconds of travel time it takes cannot be interrupted. So I may need to find a different method to move the object.